Rahkshi (5e Race)
From D&D Wiki
|“||Most beings had a scent, either pleasant or unpleasant; Rahkshi smelled of cold metal and death.||”|
Rahkshi resemble reptilian humanoids. They have distinctive spines with spikes along it as well as glowing eyes. Upon further inspection, one would notice their bodies are actually metallic and their joints are like that of constructs. They are always seen wielding a staff, which is their preferred focus of power. If one tore a rahkshi apart, they would find the controlling creature, a kraata, inside.
Kraata, a slug-like creature native to the land, would sometimes come in contact with energized protodermis. This was extremely volatile material that was metallic in nature, but possessed properties to alter living beings. The kraata which came in contact with it would morph, either becoming an inanimate shell of rahkshi armor, or die. If the former is completed, another kraata can then enter the armor and meld with it, becoming a full rahkshi. The rahkshi race is vast, with 42 kinds to mirror the species of kraata.
The rahkshi were like beasts which overran societies. Many a kingdom organized warriors to battle and keep them at bay, as they were rapaciously destructive creatures. Leaders have been known to enslave them to control their destruction and use it for their own purposes. Rahkshi make great hitmen and scapegoats. Since they are corrupt when domesticated and destructive when free, many develop the attitude that perhaps rahkshi and kraata are better off nonexistent.
Employed or domesticated rahkshi are usually found with other races as guards or shock troops. They have their destructive tendencies controlled, and can mimic the society of those they serve with. When sent to attack, their controllers are often hesitant, as rahkshi still retain the potential to wipe everything out in their path. Some have tried engineering kraata and rahkshi to be more useful and less aggressive. These specimens live mainly in laboratories or designated housing areas.
On their own, rahkshi tend to be quite tribalistic. They are utterly focused on survival and fighting. If defeated or feeling they have met a strong match, they respect the opposing party, which is typically of local monsters. Whether in a city or in the wild, rahkshi always wielded a staff which they were typically lost without. The only exception is the rahkshi of heat vision, which could use their eyes to fight instead.
Rahkshi names tend to be quite similar for both genders, both ending in a harsh -ahk sound. But females usually have an extra syllable in the middle of their names, coming from an i.
Male: Turahk, Guurahk, Lerahk, Panrahk, Vorahk, Kurahk
Female: Luriak, Guriak, Buriak, Pariak, Kiarahk, Oziahk
Reptilian constructs made for destruction
Ability Score Increase. Your Strength score increases by 2.
Age. Rahkshi reach physical maturity very quickly by about 4 years and can live until about 120 years
Alignment. Rahkshi tend to be evil, more so because of being raised by evil groups than of a clear sense of evil. They tend to mimic the alignment of groups they are in or pick an alignment they think fits them best
Size. Rahkshi usually have a hunched over position. They are about 6 feet tall at most. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Armored. The protodermis formed on their bodies is hardened like a tempered metal. Your base Armor Class when unarmoured is 12 + you Dexterity modifier. You may wear a shield and still gain this benefit.
Hardy Constitution. Rahkshi are expert pillagers and can travel long distances to pick off stragglers due to the kraata within being small and requiring little nourishment and effort. Your daily food and drink requirements are halved.
Languages. You can speak, read, and write Common.
Subrace. Choose from the staff or heat vision subraces.
These rahkshi require their weapon at all times, even when wild. They use their weapons to greater enhance their combat abilities which are nil without it.
Ability Score Increase. Your Constitution score increases by 1.
Choice of Weapon. Rahkshi usually use weapons that have a rod-like body expertly. You are proficient with the spear, quarterstaff and trident.
Weapon Focus. Rahkshi use their weapons as their main focus. It is joked that one who loses grip on their weapon is a goner, as they usually become disoriented. When you make an attack roll with a weapon you are proficient with, you may roll with advantage. You must finish a short or long rest before using this trait again.
Rahkshi of heat vision are special in that they do not require a weapon at all times. Their eyes allow for special beams to fire instead.
Ability Score Increase. Your Dexterity score increases by 1.
Thermal Vision. Rahkshi of this subrace have special eyes that allow them to see heat signatures. As an action, you grant your eyes the additional ability to see through objects within 60 feet for 1 minute. You can see different colors, the hotter the object the more on the warm spectrum of the color wheel it will be. You must finish a long rest before using this trait again.
Laser Eyes. You can shoot searing rays out of your eyes. As an action, you may project lasers from your eyes in a 30-foot line in a direction of your choice. Creatures within range must attempt a Dexterity saving throw of a DC equal to 8 + your Constitution modifier + your proficiency bonus. Upon a failed save, they take 2d4 radiant damage and half as much damage on a successful save. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can't use it again until you complete a short or long rest.
Random Height and Weight
|5′ 8″||+2d6||145 lb.||× (2d6) lb.|
*Height = base height + height modifier
When creating a rahkshi character, you can use the following table of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.
|1||I serve my group till the last breath|
|2||I am quite loyal and honest to those in my group and those they trust|
|3||I respect strength and those who can prove it|
|4||I don't mind travelling as I prefer the wilderness|
|5||I dislike other adventurers seeing them as potential threats to my group|
|6||I seek to grow stronger to prove myself worthy to the leader of my group|
|7||I believe in my view of religion being right and seek to serve my god in all things|
|8||I tend to be quiet but highly rigid and observant|
|1||My group must be served|
|2||I seek to become stronger|
|3||My god is my creator and it's servants my allies|
|4||Truthfulness is a highly prized virtue|
|5||I don't like leaving my home. It is perfect|
|6||I prefer to be alone to train|
|1||I trust my group members implicitly|
|2||I find other races fascinating and try to mimic them|
|3||I am quite curious of what role I need to play in my group|
|4||I don't like a member of a group. They seem untrustworthy|
|5||I tend to like where I live|
|6||I am awed by nature|
|1||I am slow to trust and feel percieved betrayal keenly|
|2||I am quite trusting of my group members to the point of folly|
|3||I am quite ferocious and merciless to percieved enemies|
|4||I dislike other adventurers and religions, seeing them as potential threats|
|5||I only trust others of my kind, finding other races bizarre|
|6||I enjoy battle to the point of obsession|